← Back to Case studies

Looking for the next audience in gaming

How I turned scattered audience and genre data into a market-expansion recommendation for Mobalytics.

Method: Audience research, secondary research, demographic and motivation analysis, platform and spending trends, and competitive review.

The question

During a short research contract with Mobalytics, I was asked to look for a realistic growth opportunity outside the platform’s existing game mix. There was no single report that could answer that. I had to build the argument from several kinds of evidence and decide whether they pointed in the same direction.

What I looked at

I compared genre momentum, audience age and gender, player motivations, geography, platform behavior, spending, and the competitive landscape. I also looked at individual games as examples rather than treating a genre label as if every audience inside it behaved the same way.

The work was less about finding one impressive statistic and more about connecting the pieces: Is the audience large enough? Does it overlap with the people Mobalytics already understands? Are players looking for the kind of help the product can provide? Is there room to build something distinct?

My recommendation

I recommended that Mobalytics explore open-world role-playing games, with specific attention to games such as Wuthering Waves, Monster Hunter: World, and Genshin Impact. The final presentation covered the audience, the market case, and the product considerations the team would need to work through.

What I took from it

This was a useful reminder that market research is rarely a hunt for one perfect number. A good recommendation is usually a chain of smaller facts, checked against one another, with the assumptions left visible.